Dawnguard - Restoration Addendum
53 Comments
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Cid  [author] Oct 7 @ 7:22am 
Updated mod to include new spells for Alteration and Illusion magic.
Vincent S. Aquarius Sep 27 @ 10:03pm 
halleluyah
Lucian SaDiablo Aug 1 @ 12:11am 
@Vrael27 In the vanilla game, the only "spell" of cure disease is enacted when you activate a shrine. Other than that, there's only a potion.
Vrael27 Jul 30 @ 11:36pm 
what's with the cure disease spell? that's already a spell...
rpSandMan Jul 5 @ 6:31pm 
wouldent it just make more sence to make inflict wounds and cause disease spells? cool mod anyways!
Cid  [author] Jan 24 @ 7:35pm 
@Snooberry - GlacialFlow is right, it's much like the touch spells in Oblivion.

@TheMinecraftianGamer - The mod shouldn't mess with the Hall of Countenance anymore. I don't know how that happened, but it rotated a portion of the hall for some reason.
GlacialFlow Jan 18 @ 8:33pm 
@snooberry i assume that it is like the touch spells from oblivion, where the target is only affected if you cast it at a melee range
Snooberry Dec 18, 2013 @ 7:24am 
What is meant by "touch skill?"
evilenterprizez Dec 17, 2013 @ 3:12pm 
I have been wanting somthing like this for ages, thank you. Maybe add a spell that deflects arrows, perhaps a % chance.
TheMinecraftianGamer Dec 11, 2013 @ 12:16am 
Probable bug: The Zephyr spells cancel out certain active alteration spells. It didn't happen with Oakflesh, but it did for Candlelight and another mod's spell that increases weight capacity.

Also, there's a small thing I noticed that bothered me, but it wasn't worth a comment: Augment Vitality's spell tome name is missing a space; it says "Spell Tome:Augment Vitality".
TheMinecraftianGamer Dec 5, 2013 @ 5:29pm 
Bug: This mod really messes up the Hall of Countenance at the College of Winterhold. It creates a large hole in the floor and a wall, sticks a one-sided wall in the middle of a room, etc. It looks like one of the sections of the area has been accidentally moved.
Sadiebubs Oct 23, 2013 @ 5:50pm 
wow those spell look bad ass
Cochran Oct 21, 2013 @ 8:02pm 
i think she had all the novice level spells
Cid  [author] Oct 21, 2013 @ 7:16pm 
Okay, was that the only spell she had, or did she have a bunch of the custom ones?
Cochran Oct 21, 2013 @ 7:15pm 
i checked the college and the restoration teacher is the only person that holds the spell Redemptive Strike
Cid  [author] Oct 21, 2013 @ 7:10pm 
Hm... if you just started a new game with this char and can't find spells from the get go, I'll have to double check the mod. If you're using this mod with a character you've already made(even if you JUST started), you have to wait 2 in-game days before they'll appear in the merchants inventory (script is made so that they appear whenever the merchant restocks). Let me know if waiting 2 days fixed it, if not I need to do a full run through of the mod.
Cochran Oct 21, 2013 @ 6:40pm 
i ckecked a few other places and that spell the novice attack spell is no where to be found i hope i dont have to be level 25 to get a low level attack spell it seems silly that i cant start my character at a low level being able to attack with this mode
Cochran Oct 21, 2013 @ 6:30pm 
i tried whiterun court wizard i will try him again
Cid  [author] Oct 21, 2013 @ 12:40pm 
You mean when you try and buy from a merchant? All spells are apart of a leveled lists now, and each rank will only spawn 1 of the tomes every two days. So if you're level 1, you'll only find 1 tome from the novice spells. When you reach level 5, merchants will start carrying 2 tomes, 1 from novice and 1 from apprentice. This continues until lv25 where you'll get 4 tomes per merchant, 1 from novice/apprentice/adept/expert. If one merchant doesn't carry the spell you want, try the city's court wizard.
Cochran Oct 20, 2013 @ 5:09pm 
i can not find redemptive strike anymore ? is it moved up in the levels ?
Cid  [author] Oct 16, 2013 @ 9:49am 
Complete overhaul is now live! Replaced some spells and removed Master level one. Let me know what you all think!
The new dark lord Oct 8, 2013 @ 8:11pm 
add more new master level spells like Bane of the Damned deals 100 damage to undead does double damage to vampires Bane of the light deals 100 damage to everything but undead does double damage to men/mer/beast races
Rest EZ Jul 14, 2013 @ 4:11pm 
Good evening. I've been trying to locate the spells sold by Lucan, Farengar and Collette. They do not appear to have them in their inventory, and I've already tried to reset. Have there been issues with subscribers regarding this issue?
Black★Rock Shooter Jul 12, 2013 @ 8:03pm 
I think you might want to move Kynareths protection to a higher tier simply because it can stack with the oak,stone,iron, and ebony skin spells to make it as if you are wearing high grade heavy armor. Even if it is limited and costly no mage is suppose to be a tank.
baneblackguard Jun 6, 2013 @ 1:26pm 
each type of magic has a purpose, restoration is spells that restore not do damage. I don't see the point of the mod. if you want to play a restoration only mage then get a companion to do your fighting for you and spend your time as a healer. if you want to do damage with magic then use something other than restoration.
martin1890 May 24, 2013 @ 11:22am 
the first magic mod that is not over powerd, great jobb! =D
Malaficus Shaikan May 23, 2013 @ 10:12am 
Thank you for making resotration combat viabol.....really i mean it in to many games healing is useless and i am greatfull to see a divine with offence ability
jespermohr May 23, 2013 @ 5:38am 
Ups my bad there - i'd would nor allow me to make my comment in one message.

Nice mod here - I will give it a try and see how a priest is to play - I am currently doing it the other way ( necromancer on killing spree in Skyrim ).
jespermohr May 23, 2013 @ 5:37am 
Fist of Talos: kinetic punch that is only usable if unarmed
Breath of Arkay: regenerate 2.5 health/5 stamine per second for 10 seconds
Mask of Dibella: Mind control one human enemy to fight at your side for 30 seconds
Cloak of Julianos: Spells will be absorbed and reflected back on caster for 5 seconds
Kiss of Mara: Summons a sucubus that will charm enemies - end of spell will free sucubus that will attack you - does not drop loot.
Sigil of Kynareth: Tree roots erups violently and engulf the target holding it in place.
Shield of Stendarr: Bubbleshield that absorbs #% incomming physical damage.
Halo of Zenithar: Creates a glowing halo over your head - illuminates dark places and gives you 2% better price from merchants.
Blessing of Akatosh: your next melee attack disarms and knocks down enemy for 3 seconds
your next magical attack cost no mana and heals you for 30% of damage dealt. You next arrow fired becomes a storm arrow, splitting into 10 arrows each dealing 15% damage.
Mocker May 22, 2013 @ 9:35pm 
First Spell mod I have some appreciation for. Well balanced, well named, useful, and in good taste. Will download. +1

You don't do other schools do you? :)

I'm not even honestly sure there is a Fireball spell in game as I've never seen one Lightning Bolt, but no Fireball except on scrolls. Some of the other schools could definitely use some adjustment if they are as lacking as they appear..

Disclaimer: I've got hours of gameplay, but I've never leveled past 32 and more often than not haven't repeated or completed much in the way of content over a number of starts. Mostly like to play Permadeath because I never really feel comfortable playing a character after.
vinchenzojackal&shoon May 22, 2013 @ 3:34pm 
I wasn't trying to insult the mod maker or downsize the mod, it is just criticism and explaining it. Kynerath's Protection and Aegis are both spells that never would have been Restoration in this as well as all past Elder Scrolls games, they both would be Alteration. Righteous Smite and Bane of the Condemned combine the schools Restoration and Destruction, but use primarily destruction. Those two are the reason I have not favorited or subscribed at all. All past games kept the spells schools quite strict and simple, except Mysticism from Elder Scrolls 3 Morrowind, my favorite of the Elder Scrolls series. A side note, Bethesda did not produce Fall of the Space Core, Valve produced it. Anyways, it does make perfect sense if some of these spells existed in game.
Cid  [author] May 22, 2013 @ 2:31pm 
@Jensonian

I was about to reply myself and make a point about how "lore" is essentially whatever Bethesda wants, but your arguement is better XD.

Thank you for your kind words and support. It means a lot.
I Don't Care Anymore May 22, 2013 @ 2:21pm 
Also excellent work Cid, I enjoy mods like this that give the game a breath of fresh air.
I Don't Care Anymore May 22, 2013 @ 2:19pm 
vinchenzojackal&soldier@bay

Only one spell could possibly be considered non lore friendly, other than that the spell list is very solid.

This game was created to play how the player wanted, including whatever minor or drastic changes through modding (hence the workshop). The space core isn't lore friendly at all, but is an OPTIONAL add on given to us by Bethesda for fun.

Fun, what the creator of this mod wanted to give to people who wanted more from the Restoration tree. Honestly this spell set would be perfect for a paladin/priest/zealot build.

Plus, ever since Daggerfall the school of Restoration has had offensive abilities with spells like Vampiric Touch, Absorb Fatigue/Health/Magicka/Skill etc. http://www.uesp.net/wiki/Lore:Restoration

All of the offensive spells in this list (besides Redemptive Strike) in fact take health from someone and give it to somebody else, fitting in perfectly with the lore.

vinchenzojackal&shoon May 22, 2013 @ 1:04pm 
This mod does not follow Elder Scrolls Lore whatsoever in regard to how Restoration works, given over half of the spells. In fact, some of these spells are impossible to be in anything except Destruction or Alteration. I understand Fortify Skill/Attribute Spells and Absorb Spells can and typically are Restoration spells. It's just that, some of these spells focus solely on harm or energy manipulation/transformation, which means they can NEVER be Restoration Spells. I understand if you like playing games other than those made by Bethesda and their Elder Scrolls series, but keep in mind, this is Elder Scrolls Skyrim. Do not transform it into a different game unless it is for comedy reasons and the like. Regardless, I am happy you have some spells as they are and should be in game, which is very good.
DA2Z May 21, 2013 @ 4:01pm 
Great mod one of my favs keep up the good work!!
Billy Bo Jangle-Bobs May 20, 2013 @ 9:52pm 
Could I just suggest changing the in-hand effects of the offensive spells to match the projectile? Or vise versa? It just bothers me when (Obviously not directly talking about this mod) you have a green charge and then you fire some red attack. It doesn't really make sense to me, anyhow, thank you for finally giving restoration a bit of kick rather than just heal and run. I'd love to see a few more offensive based ones, maybe a master spell that has the same effect as firing sunhallowed arrows at the sun, and then lesser versions that have the same effect as the arrows themselves just with magic projectiles. Something along those lines would really make this mod one of my favorites. Nice work though.
Cid  [author] May 18, 2013 @ 8:58pm 
@Rest EZ

Thank you for your kind words; it makes me ecstatic to know there are others out there who get as much joy from my mod as I do.

On the subject of Paladins, I created an add-on to this mod. It adds six new spells that are- *supposedly* - very 'Paladin'. I say supposedly because I've no idea how a Paladin plays; the spells were requested by users who wanted more spells for "non-caster Restoration classes". Essentially long lasting spells that worked while wielding a sword and shield.

You can find it on the Skyrim nexus with the files for this mod.

http://skyrim.nexusmods.com/mods/36128/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D36128&pUp=1
Rest EZ May 18, 2013 @ 4:15pm 
Hello, mate! I want to say that I absolutely LOVE this mod. Starting near the beginning of the game with actual USEFUL Restoration spells is a life-saver for someone who wants to play a healer/paladin style character. On your note concerning the Bane of the Condemned spell, it may need some tweaking since I've used it against machinery like Dwemer animonculi even though it's pegged to kill only the "living", other than that, I love all of the new spells and hope you won't remove any of them :) Keep up the good work (assuming you're working on anything else)
tamalane May 18, 2013 @ 9:53am 
I think the reason why vampire like spells and abilities are destruction is because they cause change with the intent to cause harm, usually by stealing vital essence away rather then giving it. Which is why the few offensive abliities restoration has are so focused on the undead. The undead are unnatural and purging them restores the natural balance of life and the world. But I think that one can find a way to toe the line on that one if you really wanted to. For instance, an offensive restoration ability against the living could simply focus the vital essence that normally heals into an destructive overload. Instead of being directed into healing it runs wild through the body causing harm.
[KhLe]Witchhunter May 18, 2013 @ 3:21am 
Aye. I actually think vampire blood magic is closer to restoration than to destruction. Perhaps a fusion of the two, hmm?
AaO|Magic-Assasin May 18, 2013 @ 12:04am 
you should try making a spell that siphons the life out of enemies since restoration is a art of the energy in the body ;)
Cid  [author] May 17, 2013 @ 1:27pm 
Also thank you for the sub!
Cid  [author] May 17, 2013 @ 1:27pm 
@ [KhLe]Witchhunter

Restoration mages already have Bane of the Undead, which damages all undead. I didn't want to replace it, just add to the arsenal. If someone made spell like Firestorm, but more powerful, would you ever use Firestorm again? I wouldn't, so I made a spell that HAS uses, just isn't COMPLETELY useful. Think of Bane of the Condemned as the Yin to Bane of the Undead's Yang.
[KhLe]Witchhunter May 17, 2013 @ 8:03am 
However! This is an AMAZING mod! Fits gloriously into my latest character build! Subbed!
[KhLe]Witchhunter May 17, 2013 @ 8:02am 
Bane of the Condemned: Harms only the living... Wait, what?
Vengeance May 16, 2013 @ 9:41pm 
keep bane of condemned it seems like a spell a master would know
Cid  [author] May 16, 2013 @ 8:58pm 
@Executioner

Well I didn't intend to replace the Alteration/Illusion spells that these are based on. Rather, I wanted them to have synergy with their betters. The Kynareth spells pale in comparison to their Alteration counterparts and the Vitality spells don't affect skills/stamina like their Illusion cousins. However, combine them together and you've got one hardy mage!
Executioner May 16, 2013 @ 8:31pm 
nice. although some of these spells seem like they would belong in other magic schools, like Alteration and Illusion
Akinaba May 16, 2013 @ 2:24pm 
Beautifull ideas. Like all them a lot! Keep going